D&D 5E Fun With Darkness!

Mistwell

Crusty Old Meatwad
Darkness causes either blindness (if you have normal vision) or dim light (if you have darkvision).

Blindness causes automatic failure on any ability check depending on sight, disadvantage on your attacks, and advantage on any attacks against you.

Dim light is classified as Light Obscurity, so creatures with darkvision have disadvantage on Wisdom (Perception) checks to see a person/creature in darkness (dim light: which is what darkness is to someone with darkvision).

The Darkness spell is a 15 foot radius sphere from a spot, or from an object you cast it on. It lasts for up to 10 minutes (concentration). Even creatures with darkvision cannot see in magical darkness, and are effectively blind in it or trying to see into it. If cast on an object you can move it by moving the object, and you can block the darkness by completely covering the object. It's a second level spell for many spell-casting classes, and Drow who are 5th level can also cast it once a day.

Warlocks can get two invocations that are relevant to this discussion:

1) Devil's Sight: You can see normally in ordinary and also magical darkness, to a range of 120 feet.

2) One with the Shadows (5th level req): When in dim light or darkness, you can use an action to become invisible until you move or take an action or reaction.

They can also cast Darkness as a second level spell, starting at 3rd level.

There is at least one feat that's relevant as well to this discussion:

Skulker (req Dex 13): You can hide in lightly obscured areas; When hidden, missing with a ranged attack doesn't reveal your position; dim light doesn't impose disadvantage on your Wisdom (Perception) checks that depend on sight.

Effect of attacking or being attacked when you're unseen:

Attacking a target you cannot see imposes disadvantage on your attack. If you also do not know where that target is (because for example you cannot hear them either, or they are hidden and have not made an attack that gave away their position) you have to guess their location, and a wrong guess is an automatic miss.

Attacking a target that cannot see you grants you advantage on your attacks. Once you attack in this way, you give away your location (though the target may still be unable to see you).

Fun With Darkness:

First up, the combination of that Warlock Devil's Sight ability and the Darkness spell is pretty darn powerful. You can see out of it as if it were bright as day, but everybody else is unable to see you at all (and blind when in it). So all your attacks will be at advantage, and all attacks against you will be at disadvantage.

You could also hide in it, which would cause creatures to guess at your location (this might work well with the Rogue's Cunning Action, which allows a hide check as a bonus action).

Seems like a Warlock 3/Rogue 2 is the start to a powerful combination.

In ordinary darkness, the Skulker feat is pretty sweet. You can hide in dim light from creatures with normal vision, and in darkness from creatures with darkvision. A rogue with cunning action could make a ranged attack from hiding (advantage), take a step into another area of darkness, and hide again as a bonus action. Attacks against the rogue would be at disadvantage (if you can even figure out where to attack), and the rogues attacks the next round would again start with advantage. This of course assumes the rogue can see their target as well - if the target is in dim light they can perceive them normally (Skulker feat) but if the target is in darkness the rogue will need darkvision (but can see normally into that darkness with darkvision, without the normal disadvantage to perception checks, thanks to the Skulker feat).

What other combinations and tactics can people come up with using darkness, or what flaws do people see in the ones I've mentioned? Seems like a Warlock 3/Rogue 2 is the start to a powerful combination
 
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Since Darkness is a concentration spell, you might want to start with one level of Fighter (for Con save prof). Or I guess you could burn a variant Human starting feat on Warcaster.

Your major decision point is whether to take any Rogue levels, really. Because while just 2 Rogue levels gets you bonus action hide (so AoEs truly become the only way to hit you), but when you're at that point, you're way behind in spells already, and might as well keep going, for stacking up that Sneak Attack damage (yes, requires you to use a regular weapon, so no Eldritch Blasting).

Especially because you don't get more Warlock spell slots before the 11th level! While if you keep going up Rogue, hitting Arcane Trickster gets you extra 2nd level spells at 7th Rogue level already, to cast more Darkness with (which are daily, yes, but they're like an extra bonus on top of the Sneak Attack).

Or, to take another approach, what if you instead upped your Fighter levels, and picked up the otherwise unimpressive Eldritch Knight? Extra spell slots, and beginning at 7th Fighter level, you can make a bonus action melee attack when you cast a cantrip. Not as damaging as the Rogue approach, but works even out of Darkness, and leads to more feats/stats and extra attacks in general.

Or, hell, go for Paladin levels (if you have the Strength for it). That gets you more spell slots and faster than AT or EK, gives you healing, gets you a save aura (can render your Con saves automatic, basically), lets you burn your slots on smites.

It's a build I am very intrigued by, but I don't know if it might be too boring/gimmicky for the rest of the party/GM...
 
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If you're a warlock looking for the ad/disad combo, I'd suggest Misty Visions instead of Devil's Sight + Darkness.

Misty Visions allows you to cast Silent Image at will. Cast an image of heavy fog - heavy enough to qualify as 'heavily obscured'. You're unseen by anyone who doesn't spend an Int (Investigation) action to disbelieve the illusion (& succeed on the check), but can see out of it fine (assuming here a reasonable DM who isn't going to make you believe your own illusions :p ).

One invocation rather than 1 + a spell. It still takes up your concentration, but at least now you have another precious slot free to be used for something else, or saved for an 'oh grandma!' moment.
 

Silent Image is 15ft cube, requires your action to move, and physical interaction with it (like, being inside it) automatically disbelieves it.
 

Silent Image is 15ft cube, requires your action to move, and physical interaction with it (like, being inside it) automatically disbelieves it.

Are you sure about that? That's not the full sentence. It says physical interaction with it reveals it to be an illusion because things can pass through it. But there is nothing unusual about darkness being something you can pass through, so I am not so sure it is revealed as an illusion merely by interacting with it.
 

If your play goes into the higher levels, it might be fun to experiment with Darkness (with Devil's Sight) + War Magic (from Eldritch Knight) + Sneak Attacks (from Rogue of course). This combo would let you cast Eldritch Blast (pumped with Agonizing Blast) and attack with your weapon (as a bonus action) and add your sneak attack dice. All your attacks would be with advantage, and all incoming attacks at a disadvantage. The tactics work best if you focus on ranged combat.

Also, you could pick Path of the Chain for an Imp Familiar. Cast Darkness on a stone, then have your invisible Imp move it around the battlefield (your Imp can see through the darkness too, so it's okay). I posted a more complete version of this in the Character Builds & Optimization forum. If interested, you can check out the full build here.
 

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